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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-01-24 00:46:57 +0000 |
commit | 17aa6053e641d006649f94bb60a834ce945f351e (patch) | |
tree | b76f6fc642b749ee69d4be4b2e3f60e80c0ed7bc /gfx/gl/shaders/networkCurve.gs | |
parent | Add traits wrapper for setting uniforms (diff) | |
parent | Fix network population of position in gBuffer (diff) | |
download | ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.bz2 ilt-17aa6053e641d006649f94bb60a834ce945f351e.tar.xz ilt-17aa6053e641d006649f94bb60a834ce945f351e.zip |
Merge remote-tracking branch 'origin/instanced-networks'
Diffstat (limited to 'gfx/gl/shaders/networkCurve.gs')
-rw-r--r-- | gfx/gl/shaders/networkCurve.gs | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/gfx/gl/shaders/networkCurve.gs b/gfx/gl/shaders/networkCurve.gs new file mode 100644 index 0000000..7cb6c42 --- /dev/null +++ b/gfx/gl/shaders/networkCurve.gs @@ -0,0 +1,47 @@ +#version 330 core + +flat in ivec3 apos[]; +flat in ivec3 bpos[]; +flat in ivec3 cpos[]; +flat in float reps[]; +flat in float aangle[]; +flat in float bangle[]; +flat in float radius[]; + +layout(points) in; +layout(triangle_strip, max_vertices = GL_MAX_GEOMETRY_OUTPUT_VERTICES) out; + +const mat2 rot = mat2(1); + +include(`networkCommon.glsl') + +mat2 +getRot(float angle) +{ + return mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); +} + +void +main() +{ + float segs = clamp( + round(reps[0] * radius[0] / 1000), 4, floor(uint(GL_MAX_GEOMETRY_OUTPUT_VERTICES) / (profileLength * 2u))); + vec3 arcstep = vec3((bangle[0] - aangle[0]), // angle + reps[0], // texture + (bpos[0].z - apos[0].z)) // height + / segs; + + ivec3 prevPos = apos[0]; + mat2 prevRot = getRot(aangle[0]); + float prevTex = 0; + for (vec3 arc = arcstep; arc.y < reps[0] - 0.01; arc += arcstep) { + mat2 rot = getRot(arc.x + aangle[0]); + ivec3 pos = cpos[0] + ivec3(rot * vec2(radius[0], 0), arc.z); + float tex = arc.y; + doSeg(segDist(prevPos, pos), pos, prevPos, tex, prevTex, rot, prevRot); + prevPos = pos; + prevRot = rot; + prevTex = tex; + } + doSeg(segDist(prevPos, bpos[0]), bpos[0], prevPos, reps[0], prevTex, getRot(bangle[0]), prevRot); +} |